Please keep in mind that this feature is experimental. We know there is lots of room for improvement, but we would first like to get feedback from you, our user, in order to identify use cases that are meaningful/useful to you. This feedback will really help us decide how to evolve this feature, moving forward.

In the example below, there is one root...

Feedbacks for experimental feature: GameObjectRecorder (2017.1)]]>81play multiple animations on one objectMon, 19 Mar 2018 20:58:39 +0000https://forum.unity.com/threads/play-multiple-animations-on-one-object.522519/
https://forum.unity.com/threads/play-multiple-animations-on-one-object.522519/invalid@example.com (hakimelahi)hakimelahi3Problem while using inverse kinematicsMon, 19 Mar 2018 20:28:19 +0000https://forum.unity.com/threads/problem-while-using-inverse-kinematics.522409/
https://forum.unity.com/threads/problem-while-using-inverse-kinematics.522409/invalid@example.com (Pablo_Discobar)Pablo_Discobar
Currently I'm using inverse kinematics to let my thirdperson player models hold their properly (using a transform inside of the thirdperson weapon object). The only problem is, when my character aims up or down to possible of the hand is not where it is suppossed to be (the aiming animations are on a seperate layer in the animator).

The code I'm using for IK:

Code (CSharp):

void OnAnimatorIK(int layerIndex)

{

if(WeaponIK){...

Problem while using inverse kinematics]]>3Animation/Animator troublesMon, 19 Mar 2018 20:13:14 +0000https://forum.unity.com/threads/animation-animator-troubles.522371/
https://forum.unity.com/threads/animation-animator-troubles.522371/invalid@example.com (dylan2malec)dylan2malec
The animations are the lights on the yellow part of the multiplier

I have 5 different path/variations of the light animation due to the x1 to x5 multiplier

Animation/Animator troubles]]>3Scrolling Through the TimelineMon, 19 Mar 2018 18:42:47 +0000https://forum.unity.com/threads/scrolling-through-the-timeline.360553/
https://forum.unity.com/threads/scrolling-through-the-timeline.360553/invalid@example.com (trickeri)trickeri
For example I have an 18 second long animation and when i zoom in on the 9 second mark it's extremely difficult to get back to the 0 second mark and takes some fiddling with zooming. If I type in frame 0 the timeline doesn't move to show it at all. Theres no horizontal scroll bar and I've tried the obvious short cuts like holding alt, or control or shift and dragging over...

Is there a way to change animation in an OverrideController without killing the framerate?]]>Animation Override Controller [Unity 5.4]Mon, 19 Mar 2018 17:50:56 +0000https://forum.unity.com/threads/animation-override-controller-unity-5-4.425310/
https://forum.unity.com/threads/animation-override-controller-unity-5-4.425310/invalid@example.com (SirGive)SirGivemanual animation controller overrides with this code:

Code (CSharp):

/// <summary>

/// Sub in real animations for stubs

/// </summary>

/// <param name="animator">Reference to animator</param>

publicvoid SetCurrentAnimation(Animator animator, string prevAttack)

{...

Animation Override Controller [Unity 5.4]]]>17Returning to a specific state using a public reference of State Machine BehaviorMon, 19 Mar 2018 17:35:12 +0000https://forum.unity.com/threads/returning-to-a-specific-state-using-a-public-reference-of-state-machine-behavior.522568/
https://forum.unity.com/threads/returning-to-a-specific-state-using-a-public-reference-of-state-machine-behavior.522568/invalid@example.com (tsantoro92)tsantoro92
I'm using mecanim as a logical state controller and I ran into a situation where had I one branching state with three entry points, but wanted it to return to the previous state when finished. I couldn't find a way to ask for the previous state, so instead, I had the three entry point states send their fullPathHash to the branching state during their OnStateExit, and then have that branching state call Play.(fullPathHash) when finished.

I sent the fullPathHash to the branching state...

Returning to a specific state using a public reference of State Machine Behavior]]>Playing animation on prefabs works good at first, but then there's a delay...Mon, 19 Mar 2018 15:31:30 +0000https://forum.unity.com/threads/playing-animation-on-prefabs-works-good-at-first-but-then-theres-a-delay.520821/
https://forum.unity.com/threads/playing-animation-on-prefabs-works-good-at-first-but-then-theres-a-delay.520821/invalid@example.com (g-hoot)g-hoot
I have 3 sliding doors. Have a user interface setup for each door with a button for "Open", "Close" and "stop' Am using the same animation for each one and controlling it with this code attached to each door and assigning the appropriate function to the corresponding button. When the program first starts, I can start all 3 doors opening, stop one, close the other etc just fine. After 15 seconds or so, then the response slows down. Like if I click open again on door number 2,...

Right beside that list, I then wish to display a drop-down menu populated by any animations I can find in those objects, selectable in the inspector by a designer.

I find it very difficult to find help on this topic, due to many results showing examples from the legacy animation system...

How to list animations to play in the inspector?]]>2Mecanim for 3 states - walking left, walking right, idleMon, 19 Mar 2018 13:31:04 +0000https://forum.unity.com/threads/mecanim-for-3-states-walking-left-walking-right-idle.521699/
https://forum.unity.com/threads/mecanim-for-3-states-walking-left-walking-right-idle.521699/invalid@example.com (eco_bach)eco_bach
Any Mecanim experts able to confirm my simple 3 state setup is correct?
My 3states are walking left, idle, walking right.

In the attached I show the transition from idle to walking right, and from walking right to idle.

My conditions are simply
1 if speed(threshold value) is greater than .01 then transition to walking right.
2 if speed is less than .01 then transition to idle.

Right now I am jumping from idle to walking with NO transition so obviously am doing something wrong

Any...

Mecanim for 3 states - walking left, walking right, idle]]>1Squash and Stretch bones with MecanimMon, 19 Mar 2018 02:04:38 +0000https://forum.unity.com/threads/squash-and-stretch-bones-with-mecanim.522253/
https://forum.unity.com/threads/squash-and-stretch-bones-with-mecanim.522253/invalid@example.com (petey)petey
Just wondering has anyone set up a mecanim character with squash and stretchy bones?
I'd really love to add that to my next project but I've had trouble getting it into mecanim in the past.

Thanks,
Pete]]>2Legacy vs Mecanim performanceMon, 19 Mar 2018 02:03:42 +0000https://forum.unity.com/threads/legacy-vs-mecanim-performance.522456/
https://forum.unity.com/threads/legacy-vs-mecanim-performance.522456/invalid@example.com (VictorKs)VictorKs2Help! ...transition between 3 states with client supplied transitionsMon, 19 Mar 2018 01:45:36 +0000https://forum.unity.com/threads/help-transition-between-3-states-with-client-supplied-transitions.521728/
https://forum.unity.com/threads/help-transition-between-3-states-with-client-supplied-transitions.521728/invalid@example.com (eco_bach)eco_bach
I have an unusual problem and extra finicky client.
I have a 2D character with only 3 states ( and I assumed 3 different animation assets)

1- walking left
2- idle
3- walking right
At first I thought I would simply use a 1D Blend Tree and let Mecanim handle the transitions.
But the client insists on creating the transition animations as well!

Help! ...transition between 3 states with client supplied transitions]]>1How to Simulate Animation Timeline Scroll BehaviorMon, 19 Mar 2018 01:42:17 +0000https://forum.unity.com/threads/how-to-simulate-animation-timeline-scroll-behavior.521769/
https://forum.unity.com/threads/how-to-simulate-animation-timeline-scroll-behavior.521769/invalid@example.com (imaliasad)imaliasad
I'm working with AEC industry and using unity to develop a visual tool to represent a larger set of data in a more interactive and fun way. I'm working on designing an interactive timeline-chart graph, where a user could scroll down and up to see data with respect to timeline. I really liked the scroll behavior of unity's animation window. I would like to simulate this behavior in a timeline-chart graph. If anyone has any experience or suggestion to create a timeline scroll...

How to Simulate Animation Timeline Scroll Behavior]]>1Using Mecanim to only change state on last Sprite of Sprite sheetMon, 19 Mar 2018 01:32:08 +0000https://forum.unity.com/threads/using-mecanim-to-only-change-state-on-last-sprite-of-sprite-sheet.521984/
https://forum.unity.com/threads/using-mecanim-to-only-change-state-on-last-sprite-of-sprite-sheet.521984/invalid@example.com (eco_bach)eco_bach
Trying to use Mecanim for something it perhaps it wasn't designed for.

Instead of just a walking cycle and an idle cycle, I also have a client supplied walking to idle transition!
instead ofwalking > idle

we havewalking > walking to idle > idle

So instead of letting Mecanim change state on any arbitrary Sprite or frame in the Sprite sheet, I can only allow a state change on the LAST frame or sprite so that it matches the first frame or Sprite of the next...

Now after comitting and saving the Animator again, it changes back to fileID: 0. I don't know what m_Controller: {fileID: ....} means. What do you think causes...

Saving Animation Controller randomly alterates the file]]>6Whether it improve performance when a mask some bone by use layers.Sun, 18 Mar 2018 18:46:16 +0000https://forum.unity.com/threads/whether-it-improve-performance-when-a-mask-some-bone-by-use-layers.522417/
https://forum.unity.com/threads/whether-it-improve-performance-when-a-mask-some-bone-by-use-layers.522417/invalid@example.com (watsonsong)watsonsong
I don't want the animation to calculate the bones not necessary by current player appearance. Could I mask the other bones out of the animation. Will it help for the animation performance?]]>1Animation Clip is read-only when file is checked out.Sat, 17 Mar 2018 22:48:20 +0000https://forum.unity.com/threads/animation-clip-is-read-only-when-file-is-checked-out.521892/
https://forum.unity.com/threads/animation-clip-is-read-only-when-file-is-checked-out.521892/invalid@example.com (ironjellyfish)ironjellyfishView attachment 270442

View attachment 270443]]>2Avatar Weighted BlendSat, 17 Mar 2018 15:29:27 +0000https://forum.unity.com/threads/avatar-weighted-blend.521725/
https://forum.unity.com/threads/avatar-weighted-blend.521725/invalid@example.com (LightStriker)LightStriker
Currently, using an Avatar Mask is just a on/off thing, which is rarely something you would want with limbs.

Our current case is when you hold a light/heavy weapon. The lighter the weapon, the less "weight" is propagated along the arm, but it's not a fixed value for all bones.

For a light weapon, you would want a 60-70% on the hand, and near 90 for the elbow.
For a heavy weapon, you would want near 0 for the...

Avatar Weighted Blend]]>1animation script questionSat, 17 Mar 2018 12:23:43 +0000https://forum.unity.com/threads/animation-script-question.522097/
https://forum.unity.com/threads/animation-script-question.522097/invalid@example.com (unity992)unity992
why velocity.magnitude divides by speed?he said velocity magnitude is the current speed why is that the current speed?sorry i suck at maths

As the video shows, when I rotate the object using the axis, the Z rotation go to abnormally huge values. This issue does not happen when I translate or scale the object. If I set the value manually on the animation window, the bug does not happen, but if I set the rotation value on the inspector, the bug still happens.

Mirror Animation without changing foot step order]]>1matching climb height (and other things height related) with different sized avatars and root motionFri, 16 Mar 2018 11:06:02 +0000https://forum.unity.com/threads/matching-climb-height-and-other-things-height-related-with-different-sized-avatars-and-root-motion.521971/
https://forum.unity.com/threads/matching-climb-height-and-other-things-height-related-with-different-sized-avatars-and-root-motion.521971/invalid@example.com (Drowning-Monkeys)Drowning-Monkeys
So, lets assume you have 3 selectable players of different heights, like 1.3m, 1.6m, 1.9m and you use a humanoid root motion animation that has a character climb 2m (like in Kubold's movement pro library). What ends up happenening is that all 3 characters end up at different heights.

Is this because root motion wasn't intended for different height characters? Because the root isn't set at the hands? or should i turn off root motion for this kind of work?]]>1Enable/Disable Sprite renderer as a part of Animation (*.anim track)Thu, 15 Mar 2018 16:17:03 +0000https://forum.unity.com/threads/enable-disable-sprite-renderer-as-a-part-of-animation-anim-track.522016/
https://forum.unity.com/threads/enable-disable-sprite-renderer-as-a-part-of-animation-anim-track.522016/invalid@example.com (DimitriX89)DimitriX89Enable/Disable Sprite renderer as a part of Animation (*.anim track)]]>1D Blend Trees and Sprite Sheets (of 2D animation)Thu, 15 Mar 2018 15:11:41 +0000https://forum.unity.com/threads/1d-blend-trees-and-sprite-sheets-of-2d-animation.521744/
https://forum.unity.com/threads/1d-blend-trees-and-sprite-sheets-of-2d-animation.521744/invalid@example.com (eco_bach)eco_bach
Trying to get my head wrapped around Blend Trees. Can any Mecanim experts tell me if 1D Blend Trees can be used to create transitions when using 2D Sprite sheets?

I find Mecanim confusing enough but 2D apparently means something totally different than most people realize...]]>2